Haruna Say a écrit :
> Hi all,
> I had already given previews to all the SC and TRB1 skins...
> Now I release it all in one big pack...
>
> Download: http://www.filefactory.com/file/ag28cb6/n/USR_SCxTRB1_rar
Hi Haruna,
I've commited, yesterday, yours textures for usr_sc and usr_trb1 (on trunk).
But I made some changes:
- modified usr_trb1.xml named 36GP in your zip.
- removed all textures 36GP in usr_trb1.
Yours texures are very beautifull, I love !
Cheers
Xavier

Annick et Jean-Philippe a écrit :
> Xavier, and all,
>
> For the moment, let's not change anything : just think about it
> (it's a real detail).
OK Jean-Philippe, so wait and see.
I was also asked to include the management of reliability, because
otherwise, one Indycar enough and the differences in the driver directory.
Cheers
Xavier

Xavier, and all,
>> And a small detail : I would change the car directory names (and files
>> inside)
>> from "indicarXX" to "indyXX", to fix the "y" typo and simplify things
>> (after all, these subdirs can't be for anything else than cars
> I thought that you would rename these cars Openwheel-1(2) or OW1(2) ? It
> changed ?
Yes, I remember saying that ... and I'm not stuck on any special name,
provided we find good ones for the users to remember.
We have to separate Indy-style cars from F1-style ones (obviously),
and "OpenWheel" doens't ...
I also remember (not sure though) of asking if there was any legal issue
with the "Indy" name ... 'cause of course it would be the best one for the users
(to my mind) ...
We have to think all about that ... multiple brains are more clever than one ;-)
For the moment, let's not change anything : just think about it
(it's a real detail).
Cheers,
Jean-Philippe.

Annick et Jean-Philippe a écrit :
> Hi, Xavier, Andrew, Haruna, and all.
>
> Of course, this would imply some very little change in the car XML
> file format :
> each indicarXX.xml file contains references to files in "../indicar01" :
> => we probably have to change the car 3D model loading code for that.
> Or add some new field in the car XML file like
> <attstr name="template" val="../indicar01"/> so tell where the template
> model is ...
>
> And we also have to check that the ac/acc loader is able to cope with
> that
> (it should, provided we find a way to put in its search pathes
> the indicarXX first and the indicar01 after ...).
>
> What do you think ?
Hi Jean-Philippe, Andrew, Haruna, and all,
Yes, it's good for me.
> And a small detail : I would change the car directory names (and files
> inside)
> from "indicarXX" to "indyXX", to fix the "y" typo and simplify things
> (after all, these subdirs can't be for anything else than cars
I thought that you would rename these cars Openwheel-1(2) or OW1(2) ? It
changed ?
Cheers
Xavier

Hi, Xavier, Andrew, Haruna, and all.
> yes, few differences in performance cars (same chassis for all) and
> almost equivalent engine,
> but in the championship Indy, another parameter is involved, the
> reliability (engine, gearbox, transmission ,...) I'm trying to see to
> implement it in the SDL port.
> unless you are negative and in which case, yes it is enough to keep a
> car and different textures for the drivers.
Actually, we could probably keep only 1 3D model,
but multiple .xml files for all the different real car settings ...
Ex: in data/cars/models :
* sub-directory "indicar01" :
- indycar01.acc
- indycar01.png
- indycar01-src.ac
- readme.txt
- shadow.rgb
- wheel3d.png
- indicar01.xml
* all other sub-directories "indicarXX" : only
- wheel3d.png
- indicarXX.xml
- readme.txt (to explain how it works : where the 3D model is)
Of course, this would imply some very little change in the car XML file format :
each indicarXX.xml file contains references to files in "../indicar01" :
=> we probably have to change the car 3D model loading code for that.
Or add some new field in the car XML file like
<attstr name="template" val="../indicar01"/> so tell where the template
model is ...
And we also have to check that the ac/acc loader is able to cope with that
(it should, provided we find a way to put in its search pathes
the indicarXX first and the indicar01 after ...).
What do you think ?
And a small detail : I would change the car directory names (and files inside)
from "indicarXX" to "indyXX", to fix the "y" typo and simplify things
(after all, these subdirs can't be for anything else than cars ;-)
Cheers,
Jean-Philippe.

Hi Haruna, everyone,
> Why so many Indycars? Shouldn't just one be enough, and then we can create
a template file out of it?
FWIW I think Haruna asks a good question. Unless the cars look distinctly
different from each other
and/or have markedly different performance characteristics, there's not much
to gain having so many seperate
models like this. From the viewpoint of configuring robots its already
quite a lot of work setting up a
bot for half a dozen cars, let alone a set with more than twice that
number...
cheers
Andrew

Hi all,
I've been looking through the SVN of TORCS-NG, and I noticed that there are
over 15 Indycar class cars, when these machines are practically the same as
each other.
Why so many Indycars? Should'nt just one be enough, and then we can create a
template file out of it?
Bye,
Haruna.

Hi All,
I start changing the indycar xml.
Wings can not be set very high (difference with F1) because they are
rather made for oval.
The engine is the same caracteristic for all cars (in reality), so
little modification on the engine.
But I've not found any technical data on cars, so if someone wants to
make changes, it can.
For the championship Indy, I planned to do all the tracks Ovals and
Corkscrew and Street-1
Cheers
Xavier

Hi all,
I think JP already said something about this, but in the near future, with
netplay in the plans, I would hate to be in a one-make server only to find
out all the cars look the same. I remember him saying something about each
robot team having a teams folder for their pit logos, but I'd like to extend
it out car skins too. This way, if someone does not like a particular skin
for that one car, he can simply change teams for a new look. It seems to be
a simple idea, but maybe there might have to be changes to .acc format or
sth...
Bye,
Haruna.

Hi, Haruna.
You are now a full-fledged member of Torcs-NG development team
(with write access to nearly all the features that SourceForge.net offers :
Torcs-NG web contents, devel and users list moderation, news edition,
screen shots edition, ... and, of course, the SVN source repository).
Don't know how familiar you are with SubVersion ...
feel free to ask any question if not (as for the compilation environment).
If you already have some experience with it,
please feel also free to tell us of any doubt you could have before committing
things to the repository : with SubVersion, nearly any error can be
"rolled back", but it's also nearly allways a pain ;-)
As a begining (if you did not already), please look at :
http://sourceforge.net/scm/?type=svn&group_id=239111
(don't forget to add "--user harunasan" to the svn co options,
or equivalent SVN GUI client settings if you are using such)
This should check-out the full repository (~2Gb !) :
- trunk : the "release" branch of Torcs-NG, that is the place where
the contents of the next release is being worked on
WARNING : it is nearly feature-freezed, so anything committed here
has to be one of the "planned and accepted by everyone"
things for the next release (currently 1.4.0).
- branches
* sdl-port : the main "development" branch of Torcs-NG, holding
Brian's SDL patch, Mart's cmake port, and many other improvements
(like last Simu V3 updates)
* career port : a branch that is not very active for the moment,
holding Mart's "Career" patch (not for our 1rst release, 1.4.0,
but may be the next one)
Important : Everyone is generally very mindful of keeping trunk - first -
and - then - sdl-port branch in a compiling and working state.
(of course, we all failed about that at least once or twice in the past,
but quickly fixed the issue in order everyone can continue it developments).
And we particularly take care of the trunk as we are close to the release :
feel free to read again torcs-ng-devel list archives to remember
about what we exactly plan to put in this release, and so what our main
priorities are ...
As you could read on our modest web page http://torcs-ng.sourceforge.net,
democracy rules the development team : each of us tries hard to consider
each other's opinion and adapt his contributions if necessary.
Now, stop with the boring "Torcs-NG rules and laws" : we are very happy
you are now fully with us to help making Torcs-NG a better Torcs
for the users : no doubt your graphics skills and car simulation know-how
will be an essential contribution.
Welcome again, Haruna !
Cheers,
Jean-Philippe (in the name of all the dev. team).

Aargghh!!!
Well, we've all done that at some time. Ideally those XCFs would have been
added to
the SVN repository along with the pngs - ah well.
Have you got the finished liveries for the USR supercar team as well?
cheers
Andrew
-----Original Message-----
From: Haruna Say [mailto:atomixsearch@...]
Sent: Thursday, 21 May 2009 9:47 AM
To: Torcs-NG DEV
Subject: [Torcs-ng-devel] I'm an idiot
hi all,
I deleted the .xcfs by accident of all the SuperCars team liveries for all
except the Miki Driftworld 996 :(
D'OH! At least I still have the finished liveries, though... <phew>
Bye,
Haruna.

Hello all,
now having the wonderfull new textures for the simplix_sc (thanks Haruna), I commited a first set of setups for it using Andrew's "soft suspension" car-setups.
It was made to make all cars drive on all tracks I have here (a lot more than we have in the distribution).
To get an impression of the range of the cars performance, I set one teammate's skill to 0.0, the other teammate's to 1.0.
After having seen them all on all tracks, I have to say
- the sc-996 is out of range (winning at all tracks, aalborg as well as forza!)
- the sc-996 is understeering on many tracks (i.e. aalborg) and oversteering on others (i.e. alpine-1)!
- the f-360 is oversteering much too much to be competitive!
For the simplix robot, I could skill the sc-996 down to match the other car types, but for a human player, this would not help.
Still not tested: Pitting
Cheers
Wolf-Dieter

Wolf-Dieter Beelitz a écrit :
> Hello Xavier,
>
> this car type was doubled with the old hymies.
> AFAIK we will not have two teams with sc-996 in future.
>
> Cheers
>
> Wolf-Dieter
Hi Wolf-Dieter, Andrew and Haruna,
I comment driver 10 & 11 simplix_sc in the simplix_sc.xml.
Haruna, Great Work on the textures, I like !
Cheers
Xavier

Hi W-D, everyone,
I did some more drive testing, and I'm quite happy with how these cars
behave now.
I don't know if anyone else has tested them at all, but I'd really welcome
feedback of any kind about these cars. I'll give everyone 24 hours from now
- if no changes are necessary then this time tomorrow I'll announce the
setups as final.
cheers
Andrew

Hi W-D & everyone,
> there is still chaos in the simplix_sc.xml!
> I can't fix it, because I don't know what drivers (names) and teams match
the new
> textures.
Ok, I'll need to come up with a list of driver names for the simplix robot.
I'll
mail it to the list tomorrow. We don't have the textures yet - Haruna-san's
still
working on them ... which reminds me to ask - Haruna are you putting driver
names
on those skins or just race numbers and team names?
> Are the setups finished now?
For USR you mean? Unfortunately I've had little time to work on it over the
last
two weeks, plus it takes me longer to get decent performance with the k1999
raceline
code. I can't just make a default setup & have it work :( I did have quite
a few
setups done though, and am hoping to finish the rest before this weekend.
cheers
Andrew

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